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Move bot_list from std::list to std::unordered_map like other entities
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+4
-4
@@ -547,7 +547,7 @@ public:
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inline const std::unordered_map<uint16, NPC *> &GetNPCList() { return npc_list; }
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inline const std::unordered_map<uint16, Merc *> &GetMercList() { return merc_list; }
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inline const std::unordered_map<uint16, Client *> &GetClientList() { return client_list; }
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inline const std::list<Bot *> &GetBotList() { return bot_list; }
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inline const std::unordered_map<uint16, Bot*> &GetBotList() { return bot_list; }
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std::vector<Bot *> GetBotListByCharacterID(uint32 character_id, uint8 class_id = Class::None);
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std::vector<Bot *> GetBotListByClientName(std::string client_name, uint8 class_id = Class::None);
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void SignalAllBotsByOwnerCharacterID(uint32 character_id, int signal_id);
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@@ -623,10 +623,10 @@ private:
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bool RemoveBot(uint16 entityID);
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Mob* GetMobByBotID(uint32 botID);
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Bot* GetBotByBotID(uint32 botID);
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Bot* GetBotByBotName(std::string_view botName);
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Bot* GetBotByBotName(std::string botName);
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Client* GetBotOwnerByBotEntityID(uint32 entity_id);
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Client* GetBotOwnerByBotID(const uint32 bot_id);
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std::list<Bot*> GetBotsByBotOwnerCharacterID(uint32 botOwnerCharacterID);
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std::vector<Bot*> GetBotsByBotOwnerCharacterID(uint32 botOwnerCharacterID);
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void ShowSpawnWindow(Client* client, int Distance, bool NamedOnly); // TODO: Implement ShowSpawnWindow in the bot class but it needs entity list stuff
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@@ -634,7 +634,7 @@ private:
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void GetBotList(std::list<Bot*> &b_list);
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private:
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std::list<Bot*> bot_list;
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std::unordered_map<uint16, Bot*> bot_list;
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};
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class BulkZoneSpawnPacket {
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